respawning on older versions

fixed respawning on pre s6, fixed a crash for some s5 builds, work on ai a bit, start on blueprint decompiler
This commit is contained in:
Milxnor
2023-05-20 10:22:47 -04:00
parent bb5a5620e8
commit 33433ea9de
30 changed files with 2082 additions and 77 deletions

View File

@@ -1,5 +1,38 @@
#include "FortPlayerState.h"
void AFortPlayerState::EndDBNOAbilities()
{
static auto GAB_AthenaDBNOClass = FindObject<UClass>(L"/Game/Abilities/NPC/Generic/GAB_AthenaDBNO.Default__GAB_AthenaDBNO_C");
auto ASC = this->GetAbilitySystemComponent();
if (!ASC)
return;
FGameplayAbilitySpec* DBNOSpec = nullptr;
UObject* ClassToFind = GAB_AthenaDBNOClass->ClassPrivate;
auto compareAbilities = [&DBNOSpec, &ClassToFind](FGameplayAbilitySpec* Spec) {
auto CurrentAbility = Spec->GetAbility();
if (CurrentAbility->ClassPrivate == ClassToFind)
{
DBNOSpec = Spec;
return;
}
};
LoopSpecs(ASC, compareAbilities);
if (!DBNOSpec)
return;
ASC->ClientCancelAbility(DBNOSpec->GetHandle(), DBNOSpec->GetActivationInfo());
ASC->ClientEndAbility(DBNOSpec->GetHandle(), DBNOSpec->GetActivationInfo());
ASC->ServerEndAbility(DBNOSpec->GetHandle(), DBNOSpec->GetActivationInfo(), nullptr);
}
bool AFortPlayerState::AreUniqueIDsIdentical(FUniqueNetIdRepl* A, FUniqueNetIdRepl* B)
{
return A->IsIdentical(B);